OctaneRender® 1.025 instancing preview test build

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roeland
OctaneRender Team
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Joined: Wed Mar 09, 2011 10:09 pm

A later release will support exporting all those positions from a modeling application.

The coordinates in a scatter node are given as the first three rows of the transformation matrices (the fourth is always [0, 0, 0, 1]).

For instance the matrix for a 30° rotation around the Z axis looks like this:
[.87, –.50, 0, 0]
[.50, .87, 0, 0]
[ 0, 0, 1, 0]
[ 0, 0, 0, 1]

The scatter node will contain these 12 values:
.87 –.50 0 0 .50 .87 0 0 0 0 1 0

For a translation:
[1, 0, 0, tx]
[0, 1, 0, ty]
[0, 0, 1, tz]
[0, 0, 0, 1]

The scatter node will contain these 12 values:
1 0 0 tx 0 1 0 ty 0 0 1 tz

The intent is that these values will get exported from modeling applications.

There is also a placement node, that has one transform input and one geometry input, and this one transform is given as a transform node (translation, rotation, scale). The sierpinski demo scene was built with these nodes.

--
Roeland
rob72inmo
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Joined: Thu May 27, 2010 11:39 am

looks good barely used any memory im so used to the 3dsmax plugin though i barely remember how to use the standalone LOL
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matej
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Joined: Fri Jun 25, 2010 7:54 pm
Location: Slovenia

Wow, nice progress! (falloff texture - yeah!)

In the next update please put a hue / saturation / value controls in the color correction node. Doing hsv correction on textures is very common and useful.

The complete set of pixel blending modes is also something that should be there already. Preferably we should have one "blend" node, that you would choose the mode from (mix, multiply, add, screen...), instead of a bunch of separate nodes.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
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jurweer
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roeland wrote:A later release will support exporting all those positions from a modeling application.

The coordinates in a scatter node are given as the first three rows of the transformation matrices (the fourth is always [0, 0, 0, 1]).

For instance the matrix for a 30° rotation around the Z axis looks like this:
[.87, –.50, 0, 0]
[.50, .87, 0, 0]
[ 0, 0, 1, 0]
[ 0, 0, 0, 1]

The scatter node will contain these 12 values:
.87 –.50 0 0 .50 .87 0 0 0 0 1 0

For a translation:
[1, 0, 0, tx]
[0, 1, 0, ty]
[0, 0, 1, tz]
[0, 0, 0, 1]

The scatter node will contain these 12 values:
1 0 0 tx 0 1 0 ty 0 0 1 tz

The intent is that these values will get exported from modeling applications.

There is also a placement node, that has one transform input and one geometry input, and this one transform is given as a transform node (translation, rotation, scale). The sierpinski demo scene was built with these nodes.

--
Roeland
Thanks Roeland for the explanation.
That cleared up a lot of things.
The demo scenes definitely helped as well. I'll be octaning around for some time figuring everything out. :)
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Goldorak
OctaneRender Team
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Joined: Sun Apr 22, 2012 8:09 pm
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matej wrote:Wow, nice progress! (falloff texture - yeah!)

In the next update please put a hue / saturation / value controls in the color correction node. Doing hsv correction on textures is very common and useful.

The complete set of pixel blending modes is also something that should be there already. Preferably we should have one "blend" node, that you would choose the mode from (mix, multiply, add, screen...), instead of a bunch of separate nodes.
We have been looking at supporting all types of blend modes - but some operations will need further consideration/testing to work right and still keep things spectrally correct.
p3taoctane
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Posts: 1418
Joined: Mon Jan 25, 2010 12:53 am

F'N BRILLIANT
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steveps3
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Posts: 1118
Joined: Sat Aug 21, 2010 4:07 pm
Location: England

roeland wrote:A later release will support exporting all those positions from a modeling application.

The coordinates in a scatter node are given as the first three rows of the transformation matrices (the fourth is always [0, 0, 0, 1]).

For instance the matrix for a 30° rotation around the Z axis looks like this:
[.87, –.50, 0, 0]
[.50, .87, 0, 0]
[ 0, 0, 1, 0]
[ 0, 0, 0, 1]

The scatter node will contain these 12 values:
.87 –.50 0 0 .50 .87 0 0 0 0 1 0

For a translation:
[1, 0, 0, tx]
[0, 1, 0, ty]
[0, 0, 1, tz]
[0, 0, 0, 1]

The scatter node will contain these 12 values:
1 0 0 tx 0 1 0 ty 0 0 1 tz

The intent is that these values will get exported from modeling applications.

There is also a placement node, that has one transform input and one geometry input, and this one transform is given as a transform node (translation, rotation, scale). The sierpinski demo scene was built with these nodes.

--
Roeland
Could you maybe explain that a bit more. Maybe other packages have similar concepts but being a blender user this is completely alien. What do all those fields mean / relate to.
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matej
Licensed Customer
Posts: 2083
Joined: Fri Jun 25, 2010 7:54 pm
Location: Slovenia

Goldorak wrote: We have been looking at supporting all types of blend modes - but some operations will need further consideration/testing to work right and still keep things spectrally correct.
I see, thanks for the explanation. (you might still implement those that work ok and leave the rest for a future update; in some situations it would greatly help to have more than mix & multiply at our disposal)

@steveps3, don't bother with those matrices. It's not supposed to be used that way (inputing values by hand). Roeland already mentioned they are designing / developing a new scene exchange format, and so we Blender users will also have the possibility to export instance transforms someday, hopefully soon. (to developers: please make room for multiple UV coordinate sets per object in your future scene exchange format)
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
p3taoctane
Licensed Customer
Posts: 1418
Joined: Mon Jan 25, 2010 12:53 am

Quick Try
This is awesome. Thanks Fellas
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steveps3
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Posts: 1118
Joined: Sat Aug 21, 2010 4:07 pm
Location: England

I feel like I am going back to school. I have a vague recollection of a transformation matrix but I've not done anything with them for over 20 years. Google is being my friend.
(HW) Intel i7 2600k, 16GB DDR3, MSI 560GTX ti (2GB) x 3
(SW) Octane (1.50) Blender (2.70) (exporter 2.02)
(OS) Windows 7(64)
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